wined3d: Allow depth and stencil clears on surfaces other than the current depth / stencil buffer.

This commit is contained in:
Henri Verbeet 2011-04-05 19:01:30 +02:00 committed by Alexandre Julliard
parent 419d6e9acd
commit 99bfd81714
4 changed files with 34 additions and 28 deletions

View file

@ -2,7 +2,7 @@
* Context and render target management in wined3d
*
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers
* Copyright 2009-2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -1915,7 +1915,7 @@ static struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWineD3DSur
/* Context activation is done by the caller. */
static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_count, IWineD3DSurfaceImpl **rts)
{
if (!surface_is_offscreen(rts[0]))
if (rt_count && !surface_is_offscreen(rts[0]))
{
ENTER_GL();
glDrawBuffer(surface_get_gl_buffer(rts[0]));
@ -1951,7 +1951,7 @@ static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_
}
else
{
glDrawBuffer(rts[0]->resource.device->offscreenBuffer);
glDrawBuffer(rt_count ? rts[0]->resource.device->offscreenBuffer : GL_NONE);
checkGLcall("glDrawBuffer()");
}
LEAVE_GL();
@ -2086,7 +2086,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceIm
ENTER_GL();
if (surface_is_offscreen(rts[0]))
if (!rt_count || surface_is_offscreen(rts[0]))
{
for (i = 0; i < rt_count; ++i)
{

View file

@ -652,15 +652,15 @@ static void prepare_ds_clear(IWineD3DSurfaceImpl *ds, struct wined3d_context *co
/* Do not call while under the GL lock. */
HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts,
UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
const WINED3DCOLORVALUE *color, float depth, DWORD stencil)
IWineD3DSurfaceImpl *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil)
{
const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
IWineD3DSurfaceImpl *depth_stencil = device->depth_stencil;
IWineD3DSurfaceImpl *target = rts[0];
IWineD3DSurfaceImpl *target = rt_count ? rts[0] : NULL;
UINT drawable_width, drawable_height;
struct wined3d_context *context;
GLbitfield clear_mask = 0;
BOOL render_offscreen;
unsigned int i;
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
@ -694,7 +694,17 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
return WINED3D_OK;
}
target->get_drawable_size(context, &drawable_width, &drawable_height);
if (target)
{
render_offscreen = context->render_offscreen;
target->get_drawable_size(context, &drawable_width, &drawable_height);
}
else
{
render_offscreen = FALSE;
drawable_width = depth_stencil->pow2Width;
drawable_height = depth_stencil->pow2Height;
}
ENTER_GL();
@ -715,7 +725,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
if (flags & WINED3DCLEAR_ZBUFFER)
{
DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
if (location == SFLAG_DS_ONSCREEN && depth_stencil != device->onscreen_depth_stencil)
{
@ -752,7 +762,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
if (!clear_rect)
{
if (context->render_offscreen)
if (render_offscreen)
{
glScissor(draw_rect->left, draw_rect->top,
draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
@ -789,7 +799,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
continue;
}
if (context->render_offscreen)
if (render_offscreen)
{
glScissor(current_rect.left, current_rect.top,
current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
@ -808,7 +818,8 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
LEAVE_GL();
if (wined3d_settings.strict_draw_ordering || (target->container.type == WINED3D_CONTAINER_SWAPCHAIN
if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
&& target->container.type == WINED3D_CONTAINER_SWAPCHAIN
&& target->container.u.swapchain->front_buffer == target))
wglFlush(); /* Flush to ensure ordering across contexts. */
@ -4816,7 +4827,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD rect
device_get_draw_rect(device, &draw_rect);
return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
device->render_targets, rect_count, rects, &draw_rect, flags, &c, depth, stencil);
device->render_targets, device->depth_stencil, rect_count, rects,
&draw_rect, flags, &c, depth, stencil);
}
/*****

View file

@ -1112,7 +1112,7 @@ void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface, IWineD3DS
unsigned int src_width, src_height;
unsigned int width, height;
if (rt->resource.format->id != WINED3DFMT_NULL)
if (rt && rt->resource.format->id != WINED3DFMT_NULL)
{
width = rt->pow2Width;
height = rt->pow2Height;
@ -3897,16 +3897,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
/* Do not call while under the GL lock. */
static HRESULT wined3d_surface_depth_fill(IWineD3DSurfaceImpl *surface, const RECT *rect, float depth)
{
IWineD3DDeviceImpl *device = surface->resource.device;
const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height};
if (surface != device->depth_stencil)
{
FIXME("Depth fill is only implemented for the current depth / stencil buffer.\n");
return WINED3DERR_INVALIDCALL;
}
return IWineD3DDevice_Clear((IWineD3DDevice *)device, !!rect, rect,
WINED3DCLEAR_ZBUFFER, 0x00000000, depth, 0);
return device_clear_render_targets(surface->resource.device, 0, NULL, surface,
!!rect, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);
}
/* Do not call while under the GL lock. */
@ -4921,8 +4915,8 @@ static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device, IWineD3DSurfaceIm
{
const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height};
return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f /* depth */, 0 /* stencil */);
return device_clear_render_targets(device, 1, &dst_surface, NULL,
1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
}
const struct blit_shader ffp_blit = {

View file

@ -1769,8 +1769,8 @@ struct IWineD3DDeviceImpl
};
HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts,
UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
IWineD3DSurfaceImpl *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;